actor BassBuster : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.0
Obituary "%o was bombed by %k's Bass Buster."
Inventory.Pickupmessage "You got the Bass Buster!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
WEA3 A 1
stop
Ready:
BASB B 0 A_JumpIfInventory("Once",1,"Ready2")
BASB B 0 A_GiveInventory("Once",1)
Goto Ready2+1
Ready2:
BASB B 0 ACS_ExecuteAlways(998,0,46)
BASB B 1 A_WeaponReady
Goto Ready2+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BASB B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BASB B 1 A_Raise
Loop
Fire:
BASB B 0 //SetPlayerProperty(0,1,0)
BASB B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BASB B 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)
BASB CCD 1
BASB B 1
BASB B 0 A_Refire
BASB B 0 //SetPlayerProperty(0,0,0)
goto Ready2+1
Hold:
Goto Fire
}
}


actor BassShot : FastProjectile
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "Buster"
//seesound "weapon/mbuster"
Speed 64
Damage (6)
radius 5
height 5
scale 2.5
States
{
Spawn:
TNT1 A 1
BASB A 1
Goto Spawn+1
Death:
BASB A 1
stop
}
}
